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New Medieval Town v 1.1b

Started by RedKetchup, July 02, 2015, 01:35:40 PM

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RedKetchup

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irrelevant


irrelevant

#77
Gah! All my smiths switched over to making wooden tools! I didn't even know there was such a thing. Well, now I have 1200 of them  ;D ;D ;D I wondered why my logs consumption suddenly went up.

RedKetchup

hahaé yeah i fixed that to get the original one as default
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Nilla

I saw one small thing that you ought to fix occasionally, @RedKetchup :

The text on your small markets. It says that the general store holds textiles, and as far as I've noticed, it doesn't anymore. (The change is good, if you want to build a big settlement)  :)

RedKetchup

general store ?
StorageDescription storage
{
   RawMaterialFlags _storageFlags = Tool | Fuel | CoalFuel | Textile;


shouldbe holding textile
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Nilla

Sorry, I thought you changed that. If you remember; we talked about it.
I had one general store in my test game and no wool was put there, perhaps I wasn't patient enough to wait.

RedKetchup

the problem, if i take out textile from it, it has like almost nothing to sell :P the poor citizen will make bankrupt ^^
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whiterabbit

Thank you redketchup for the wonderful mod!! I love you work

Is it possible to see screenshots of some of the new vs old canals built?

Thanks

Gatherer

Alas I have found some time to play. Thanks for the update RedKetchup. As others have said it works great and there are no crashes. Love the Barley and Sorghum though Barley could grow more dense imo. Awaiting regular corner houses with anticipation whenever they come, no rush.

Thanks and keep up the good work.
There's never enough deco stuff!!!
Fiat panis.

nery

Hi RK, I just want to take the time to say, once again, thank you very much.
The new version brings so much fun again, from all new features like the canals to one special point, I want to mention:
I really, really appreciate your cooperation with the team of CC, so I can use both your mods without conflicts crashing my game.That cannot be taken for granted.
I love the features provided by CC, crops, materials, production chains, but I would never want to miss your own features, your marvellous looking buildings (still in love with the cathedral), stores, canals etc.
It's like combining two of my favourite jewels (earrings and necklace) into a beautiful set, best worn together.
So far I haven't experienced any serious problems, everything works just fine. In the other forum you mentioned a few things about the docks, you would fix in a possible version 1.1b. It sometimes works and sometimes doesn't. But ... hey, that's such a minor thing, I really don't care.
All other things are just perfect.
So thank you again (and again, and again :)
I'm looking forward to your next surprise.

RedKetchup

thanks you for those kindy words :) @nery
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RedKetchup

New Medieval Town v 1.1b is UP!!

Since there isnt anything to fix really .... i uploaded the version 1.1b

Bugfixes 1.1b:
- fixed the new and old 4x docks where the storage werent allowed. a paragraph was missing in the UI section.
- fixed medieval tavern where 2 worker were allowed to work but only for 1 spot for a citizen working.
- fixed footprint of stonehedge, should be a bit darker now.

available on MegaStorage and OneDrive.
(Steam too ^^)
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Gordon Dry

Great!

New Medieval Town v 1.1b

The torrent:
https://torrage.com/torrent/67F44A918A789ECD2D73CF10110EBC082CEF0301.torrent

Also changed comment with link in downloads post.

RedKetchup

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